
// Utilities

var Vector3 = {};

var Matrix44 = {};

Vector3.create = function (x, y, z) {

    return {'x': x, 'y': y, 'z': z};

};

Vector3.dot = function (v0, v1) {

    return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

};

Vector3.cross = function (v, v0, v1) {

    v.x = v0.y * v1.z - v0.z * v1.y;

    v.y = v0.z * v1.x - v0.x * v1.z;

    v.z = v0.x * v1.y - v0.y * v1.x;

};

Vector3.normalize = function (v) {

    var l = v.x * v.x + v.y * v.y + v.z * v.z;

    if (l > 0.00001) {

        l = 1.0 / Math.sqrt(l);

        v.x *= l;

        v.y *= l;

        v.z *= l;

    }

};

Vector3.arrayForm = function (v) {

    if (v.array) {

        v.array[0] = v.x;

        v.array[1] = v.y;

        v.array[2] = v.z;

    }

    else {

        v.array = new Float32Array([v.x, v.y, v.z]);

    }

    return v.array;

};

Matrix44.createIdentity = function () {

    return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

};

Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {

    var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

    var w = h * aspect;


    m[0] = 2.0 * near / w;

    m[1] = 0.0;

    m[2] = 0.0;

    m[3] = 0.0;


    m[4] = 0.0;

    m[5] = 2.0 * near / h;

    m[6] = 0.0;

    m[7] = 0.0;


    m[8] = 0.0;

    m[9] = 0.0;

    m[10] = -(far + near) / (far - near);

    m[11] = -1.0;


    m[12] = 0.0;

    m[13] = 0.0;

    m[14] = -2.0 * far * near / (far - near);

    m[15] = 0.0;

};

Matrix44.loadLookAt = function (m, vpos, vlook, vup) {

    var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

    Vector3.normalize(frontv);

    var sidev = Vector3.create(1.0, 0.0, 0.0);

    Vector3.cross(sidev, vup, frontv);

    Vector3.normalize(sidev);

    var topv = Vector3.create(1.0, 0.0, 0.0);

    Vector3.cross(topv, frontv, sidev);

    Vector3.normalize(topv);


    m[0] = sidev.x;

    m[1] = topv.x;

    m[2] = frontv.x;

    m[3] = 0.0;


    m[4] = sidev.y;

    m[5] = topv.y;

    m[6] = frontv.y;

    m[7] = 0.0;


    m[8] = sidev.z;

    m[9] = topv.z;

    m[10] = frontv.z;

    m[11] = 0.0;


    m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

    m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

    m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

    m[15] = 1.0;

};


//

var timeInfo = {

    'start': 0, 'prev': 0, // Date

    'delta': 0, 'elapsed': 0 // Number(sec)

};


//

var gl;

var renderSpec = {

    'width': 0,

    'height': 0,

    'aspect': 1,

    'array': new Float32Array(3),

    'halfWidth': 0,

    'halfHeight': 0,

    'halfArray': new Float32Array(3)

    // and some render targets. see setViewport()

};

renderSpec.setSize = function (w, h) {

    renderSpec.width = w;

    renderSpec.height = h;

    renderSpec.aspect = renderSpec.width / renderSpec.height;

    renderSpec.array[0] = renderSpec.width;

    renderSpec.array[1] = renderSpec.height;

    renderSpec.array[2] = renderSpec.aspect;


    renderSpec.halfWidth = Math.floor(w / 2);

    renderSpec.halfHeight = Math.floor(h / 2);

    renderSpec.halfArray[0] = renderSpec.halfWidth;

    renderSpec.halfArray[1] = renderSpec.halfHeight;

    renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

};


function deleteRenderTarget(rt) {

    gl.deleteFramebuffer(rt.frameBuffer);

    gl.deleteRenderbuffer(rt.renderBuffer);

    gl.deleteTexture(rt.texture);

}


function createRenderTarget(w, h) {

    var ret = {

        'width': w,

        'height': h,

        'sizeArray': new Float32Array([w, h, w / h]),

        'dtxArray': new Float32Array([1.0 / w, 1.0 / h])

    };

    ret.frameBuffer = gl.createFramebuffer();

    ret.renderBuffer = gl.createRenderbuffer();

    ret.texture = gl.createTexture();


    gl.bindTexture(gl.TEXTURE_2D, ret.texture);

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);


    gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);


    gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);


    gl.bindTexture(gl.TEXTURE_2D, null);

    gl.bindRenderbuffer(gl.RENDERBUFFER, null);

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);


    return ret;

}


function compileShader(shtype, shsrc) {

    var retsh = gl.createShader(shtype);


    gl.shaderSource(retsh, shsrc);

    gl.compileShader(retsh);


    if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

        var errlog = gl.getShaderInfoLog(retsh);

        gl.deleteShader(retsh);

        console.error(errlog);

        return null;

    }

    return retsh;

}


function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

    var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

    var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);


    if (vsh == null || fsh == null) {

        return null;

    }


    var prog = gl.createProgram();

    gl.attachShader(prog, vsh);

    gl.attachShader(prog, fsh);


    gl.deleteShader(vsh);

    gl.deleteShader(fsh);


    gl.linkProgram(prog);

    if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

        var errlog = gl.getProgramInfoLog(prog);

        console.error(errlog);

        return null;

    }


    if (uniformlist) {

        prog.uniforms = {};

        for (var i = 0; i < uniformlist.length; i++) {

            prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

        }

    }


    if (attrlist) {

        prog.attributes = {};

        for (var i = 0; i < attrlist.length; i++) {

            var attr = attrlist[i];

            prog.attributes[attr] = gl.getAttribLocation(prog, attr);

        }

    }


    return prog;

}


function useShader(prog) {

    gl.useProgram(prog);

    for (var attr in prog.attributes) {

        gl.enableVertexAttribArray(prog.attributes[attr]);
        ;

    }

}


function unuseShader(prog) {

    for (var attr in prog.attributes) {

        gl.disableVertexAttribArray(prog.attributes[attr]);
        ;

    }

    gl.useProgram(null);

}


/////

var projection = {

    'angle': 60,

    'nearfar': new Float32Array([0.1, 100.0]),

    'matrix': Matrix44.createIdentity()

};

var camera = {

    'position': Vector3.create(0, 0, 100),

    'lookat': Vector3.create(0, 0, 0),

    'up': Vector3.create(0, 1, 0),

    'dof': Vector3.create(10.0, 4.0, 8.0),

    'matrix': Matrix44.createIdentity()

};


var pointFlower = {};

var meshFlower = {};

var sceneStandBy = false;


var BlossomParticle = function () {

    this.velocity = new Array(3);

    this.rotation = new Array(3);

    this.position = new Array(3);

    this.euler = new Array(3);

    this.size = 1.0;

    this.alpha = 1.0;

    this.zkey = 0.0;

};


BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

    this.velocity[0] = vx;

    this.velocity[1] = vy;

    this.velocity[2] = vz;

};


BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

    this.rotation[0] = rx;

    this.rotation[1] = ry;

    this.rotation[2] = rz;

};


BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

    this.position[0] = nx;

    this.position[1] = ny;

    this.position[2] = nz;

};


BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

    this.euler[0] = rx;

    this.euler[1] = ry;

    this.euler[2] = rz;

};


BlossomParticle.prototype.setSize = function (s) {

    this.size = s;

};


BlossomParticle.prototype.update = function (dt, et) {

    this.position[0] += this.velocity[0] * dt;

    this.position[1] += this.velocity[1] * dt;

    this.position[2] += this.velocity[2] * dt;


    this.euler[0] += this.rotation[0] * dt;

    this.euler[1] += this.rotation[1] * dt;

    this.euler[2] += this.rotation[2] * dt;

};


function createPointFlowers() {

    // get point sizes

    var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

    renderSpec.pointSize = {'min': prm[0], 'max': prm[1]};


    var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

    var frgsrc = document.getElementById("sakura_point_fsh").textContent;


    pointFlower.program = createShader(
        vtxsrc, frgsrc,

        ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

        ['aPosition', 'aEuler', 'aMisc']
    );


    useShader(pointFlower.program);

    pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

    pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);


    // paramerters: velocity[3], rotate[3]

    pointFlower.numFlowers = 1600;

    pointFlower.particles = new Array(pointFlower.numFlowers);

    // vertex attributes {position[3], euler_xyz[3], size[1]}

    pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

    pointFlower.positionArrayOffset = 0;

    pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

    pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;


    pointFlower.buffer = gl.createBuffer();

    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);


    unuseShader(pointFlower.program);


    for (var i = 0; i < pointFlower.numFlowers; i++) {

        pointFlower.particles[i] = new BlossomParticle();

    }

}


function initPointFlowers() {

    //area

    pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

    pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;


    pointFlower.fader.x = 10.0; //env fade start

    pointFlower.fader.y = pointFlower.area.z; //env fade half

    pointFlower.fader.z = 0.1;  //near fade start


    //particles

    var PI2 = Math.PI * 2.0;

    var tmpv3 = Vector3.create(0, 0, 0);

    var tmpv = 0;

    var symmetryrand = function () {
        return (Math.random() * 2.0 - 1.0);
    };

    for (var i = 0; i < pointFlower.numFlowers; i++) {

        var tmpprtcl = pointFlower.particles[i];


        //velocity

        tmpv3.x = symmetryrand() * 0.3 + 0.8;

        tmpv3.y = symmetryrand() * 0.2 - 1.0;

        tmpv3.z = symmetryrand() * 0.3 + 0.5;

        Vector3.normalize(tmpv3);

        tmpv = 2.0 + Math.random() * 1.0;

        tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);


        //rotation

        tmpprtcl.setRotation(
            symmetryrand() * PI2 * 0.5,

            symmetryrand() * PI2 * 0.5,

            symmetryrand() * PI2 * 0.5
        );


        //position

        tmpprtcl.setPosition(
            symmetryrand() * pointFlower.area.x,

            symmetryrand() * pointFlower.area.y,

            symmetryrand() * pointFlower.area.z
        );


        //euler

        tmpprtcl.setEulerAngles(
            Math.random() * Math.PI * 2.0,

            Math.random() * Math.PI * 2.0,

            Math.random() * Math.PI * 2.0
        );


        //size

        tmpprtcl.setSize(0.9 + Math.random() * 0.1);

    }

}


function renderPointFlowers() {

    //update

    var PI2 = Math.PI * 2.0;

    var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

    var repeatPos = function (prt, cmp, limit) {

        if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

            //out of area

            if (prt.position[cmp] > 0) {

                prt.position[cmp] -= limit * 2.0;

            }

            else {

                prt.position[cmp] += limit * 2.0;

            }

        }

    };

    var repeatEuler = function (prt, cmp) {

        prt.euler[cmp] = prt.euler[cmp] % PI2;

        if (prt.euler[cmp] < 0.0) {

            prt.euler[cmp] += PI2;

        }

    };


    for (var i = 0; i < pointFlower.numFlowers; i++) {

        var prtcl = pointFlower.particles[i];

        prtcl.update(timeInfo.delta, timeInfo.elapsed);

        repeatPos(prtcl, 0, pointFlower.area.x);

        repeatPos(prtcl, 1, pointFlower.area.y);

        repeatPos(prtcl, 2, pointFlower.area.z);

        repeatEuler(prtcl, 0);

        repeatEuler(prtcl, 1);

        repeatEuler(prtcl, 2);


        prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;


        prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

        + camera.matrix[6] * prtcl.position[1]

        + camera.matrix[10] * prtcl.position[2]

        + camera.matrix[14]);

    }


    // sort

    pointFlower.particles.sort(function (p0, p1) {
        return p0.zkey - p1.zkey;
    });


    // update data

    var ipos = pointFlower.positionArrayOffset;

    var ieuler = pointFlower.eulerArrayOffset;

    var imisc = pointFlower.miscArrayOffset;

    for (var i = 0; i < pointFlower.numFlowers; i++) {

        var prtcl = pointFlower.particles[i];

        pointFlower.dataArray[ipos] = prtcl.position[0];

        pointFlower.dataArray[ipos + 1] = prtcl.position[1];

        pointFlower.dataArray[ipos + 2] = prtcl.position[2];

        ipos += 3;

        pointFlower.dataArray[ieuler] = prtcl.euler[0];

        pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

        pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

        ieuler += 3;

        pointFlower.dataArray[imisc] = prtcl.size;

        pointFlower.dataArray[imisc + 1] = prtcl.alpha;

        imisc += 2;

    }


    //draw

    gl.enable(gl.BLEND);

    //gl.disable(gl.DEPTH_TEST);

    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);


    var prog = pointFlower.program;

    useShader(prog);


    gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

    gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

    gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

    gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));


    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);


    gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

    gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

    gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);


    // doubler

    for (var i = 1; i < 2; i++) {

        var zpos = i * -2.0;

        pointFlower.offset[0] = pointFlower.area.x * -1.0;

        pointFlower.offset[1] = pointFlower.area.y * -1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);


        pointFlower.offset[0] = pointFlower.area.x * -1.0;

        pointFlower.offset[1] = pointFlower.area.y * 1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);


        pointFlower.offset[0] = pointFlower.area.x * 1.0;

        pointFlower.offset[1] = pointFlower.area.y * -1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);


        pointFlower.offset[0] = pointFlower.area.x * 1.0;

        pointFlower.offset[1] = pointFlower.area.y * 1.0;

        pointFlower.offset[2] = pointFlower.area.z * zpos;

        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

    }


    //main

    pointFlower.offset[0] = 0.0;

    pointFlower.offset[1] = 0.0;

    pointFlower.offset[2] = 0.0;

    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);


    gl.bindBuffer(gl.ARRAY_BUFFER, null);

    unuseShader(prog);


    gl.enable(gl.DEPTH_TEST);

    gl.disable(gl.BLEND);

}


// effects

//common util

function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

    var ret = {};

    var unifs = ['uResolution', 'uSrc', 'uDelta'];

    if (exunifs) {

        unifs = unifs.concat(exunifs);

    }

    var attrs = ['aPosition'];

    if (exattrs) {

        attrs = attrs.concat(exattrs);

    }


    ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

    useShader(ret.program);


    ret.dataArray = new Float32Array([

        -1.0, -1.0,

        1.0, -1.0,

        -1.0, 1.0,

        1.0, 1.0

    ]);

    ret.buffer = gl.createBuffer();

    gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

    gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);


    gl.bindBuffer(gl.ARRAY_BUFFER, null);

    unuseShader(ret.program);


    return ret;

}


// basic usage

// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

// gl.uniform**(...); //additional uniforms

// drawEffect()

// unuseEffect(prog)

// TEXTURE0 makes src

function useEffect(fxobj, srctex) {

    var prog = fxobj.program;

    useShader(prog);

    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);


    if (srctex != null) {

        gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

        gl.uniform1i(prog.uniforms.uSrc, 0);


        gl.activeTexture(gl.TEXTURE0);

        gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

    }

}

function drawEffect(fxobj) {

    gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

    gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

}

function unuseEffect(fxobj) {

    unuseShader(fxobj.program);

}


var effectLib = {};

function createEffectLib() {


    var vtxsrc, frgsrc;

    //common

    var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;


    //background

    frgsrc = document.getElementById("bg_fsh").textContent;

    effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);


    // make brightpixels buffer

    frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

    effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);


    // direction blur

    frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

    effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);


    //final composite

    vtxsrc = document.getElementById("pp_final_vsh").textContent;

    frgsrc = document.getElementById("pp_final_fsh").textContent;

    effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

}


// background

function createBackground() {

    //console.log("create background");

}

function initBackground() {

    //console.log("init background");

}

function renderBackground() {

    gl.disable(gl.DEPTH_TEST);


    useEffect(effectLib.sceneBg, null);

    gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

    drawEffect(effectLib.sceneBg);

    unuseEffect(effectLib.sceneBg);


    gl.enable(gl.DEPTH_TEST);

}


// post process

var postProcess = {};

function createPostProcess() {

    //console.log("create post process");

}

function initPostProcess() {

    //console.log("init post process");

}


function renderPostProcess() {

    gl.enable(gl.TEXTURE_2D);

    gl.disable(gl.DEPTH_TEST);

    var bindRT = function (rt, isclear) {

        gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

        gl.viewport(0, 0, rt.width, rt.height);

        if (isclear) {

            gl.clearColor(0, 0, 0, 0);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        }

    };


    //make bright buff

    bindRT(renderSpec.wHalfRT0, true);

    useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

    drawEffect(effectLib.mkBrightBuf);

    unuseEffect(effectLib.mkBrightBuf);


    // make bloom

    for (var i = 0; i < 2; i++) {

        var p = 1.5 + 1 * i;

        var s = 2.0 + 1 * i;

        bindRT(renderSpec.wHalfRT1, true);

        useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

        drawEffect(effectLib.dirBlur);

        unuseEffect(effectLib.dirBlur);


        bindRT(renderSpec.wHalfRT0, true);

        useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

        drawEffect(effectLib.dirBlur);

        unuseEffect(effectLib.dirBlur);

    }


    //display

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.viewport(0, 0, renderSpec.width, renderSpec.height);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);


    useEffect(effectLib.finalComp, renderSpec.mainRT);

    gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

    gl.activeTexture(gl.TEXTURE1);

    gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

    drawEffect(effectLib.finalComp);

    unuseEffect(effectLib.finalComp);


    gl.enable(gl.DEPTH_TEST);

}


/////

var SceneEnv = {};

function createScene() {

    createEffectLib();

    createBackground();

    createPointFlowers();

    createPostProcess();

    sceneStandBy = true;

}


function initScene() {

    initBackground();

    initPointFlowers();

    initPostProcess();


    //camera.position.z = 17.320508;

    camera.position.z = pointFlower.area.z + projection.nearfar[0];

    projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

    Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

}


function renderScene() {

    //draw

    Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);


    gl.enable(gl.DEPTH_TEST);


    //gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

    gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

    gl.clearColor(0.005, 0, 0.05, 0);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);


    renderBackground();

    renderPointFlowers();

    renderPostProcess();

}


/////

function onResize(e) {

    makeCanvasFullScreen(document.getElementById("sakura"));

    setViewports();

    if (sceneStandBy) {

        initScene();

    }

}


function setViewports() {

    renderSpec.setSize(gl.canvas.width, gl.canvas.height);


    gl.clearColor(0.2, 0.2, 0.5, 1.0);

    gl.viewport(0, 0, renderSpec.width, renderSpec.height);


    var rtfunc = function (rtname, rtw, rth) {

        var rt = renderSpec[rtname];

        if (rt) deleteRenderTarget(rt);

        renderSpec[rtname] = createRenderTarget(rtw, rth);

    };

    rtfunc('mainRT', renderSpec.width, renderSpec.height);

    rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

    rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

    rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

    rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

}


function render() {

    renderScene();

}


var animating = true;

function toggleAnimation(elm) {

    animating ^= true;

    if (animating) animate();

    if (elm) {

        elm.innerHTML = animating ? "Stop" : "Start";

    }

}


function stepAnimation() {

    if (!animating) animate();

}


function animate() {

    var curdate = new Date();

    timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

    timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

    timeInfo.prev = curdate;


    if (animating) requestAnimationFrame(animate);

    render();

}


function makeCanvasFullScreen(canvas) {

    var b = document.body;

    var d = document.documentElement;

    fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);

    fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);

    canvas.width = fullw;

    canvas.height = fullh;

}


window.addEventListener('load', function (e) {

    var canvas = document.getElementById("sakura");

    try {

        makeCanvasFullScreen(canvas);

        gl = canvas.getContext('experimental-webgl');

    } catch (e) {

        alert("WebGL not supported." + e);

        console.error(e);

        return;

    }


    window.addEventListener('resize', onResize);


    setViewports();

    createScene();

    initScene();


    timeInfo.start = new Date();

    timeInfo.prev = timeInfo.start;

    animate();

});


//set window.requestAnimationFrame

(function (w, r) {

    w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) {
            w.setTimeout(c, 1000 / 60);
        };

})(window, 'equestAnimationFrame');